Eero, even if you don't actually write that book, I'd be down to chat about what it might look like. I've been pondering how to efficiently communicate this stuff myself for a long while. Any interest?\n
Oh, we can talk about it, of course. Not today, though, I've got deadlines I should be attending to. Feel free to start a thread if you're interested in some creative speculation, and I'll come in with my thoughts when I have the time.\nI've taken it on myself to mediate this discussion and get the ball rolling generally. A bit of context here: dotted around this forum and across the web our very own Eero has been describing his method of playing OSR D&D which as been tentatively coined as "Primordial D&D." This version of everyone's childhood favourite isn't so much a hack as a play-philosophy for the Dungeon Master heavily based on fictional positioning to resolve conflicts and a verbalised, ephemeral set of "rulings." Eero's writings are informative on a range of OSR subjects and make an enlightening read for anyone interested in D&D.
between level, I think there's something like Principles, but different from AW's -- more about process and rulings and communicating these, and less about narration and aesthetics, perhaps?\n"Positioning" perhaps? I think that's the term used to describe the process-rules-communication nexus going on in play.
Most people I meet want to just play D&D instead of attempting to realize the Platonic principles of the universal game behind the immediate detail\nIf we were "most people" we wouldn't be on this forum, guy. Platonic subtexts are grists for our mills, yo. \n
1) I cannot commit to a writing project of this extent myself for the foreseeable future.\nYou make me sad. But it's understandable. It's not like we could pressure you into writing a book, right? Maybe, as you suggest, including some of it in a broader OSR writing anthology could be a more viable idea. I certainly have a few hundred words in me on the indispensability and legacy of character sheets. Would that be a more appealing project, or are you simply too busy for any "formal" writing of this sort?
Almost everything that made me think I could actually enjoy this style of gaming again came from reading Eero's posts on OSR.\nSamesies!! We should make up some t-shirts..!
If we're looking for old school lifestyle credentials here, I'm definitely out\nAwwwwhaa-?
No, actually I'm not surprised: no one who had participated in the first D&D cultures (/playstyles/burh) could talk the way you do. Do you reckon that separation of generational experience has formed two branches in the OSR (those who witnessed christ's wounds/johnny-come-latelys)?\nInteresting question. My experience is that the actual "OSR people" (that is, people who self-identify as, or are widely identified as, OSR contributors) tend to be long-time D&D gamers. Some have dropped old editions when the 3rd came up (or started playing other games altogether in the late '90s, almost always trad but sometimes Forgite indies) and then returned to their old ways, while others are genuine dinosaurs that've continued playing in their old ways all through the '90s and '00s. Relatively few, however, are old enough to have been gaming in the '70s or early '80s. Some certainly are, but a significant section of the vocal, experimental OSR folks started gaming in the late '80s. Most are a bit older than e.g. I am, but not much.
\nI know a t-shirt guy....
Samesies!! We should make up some t-shirts..!
But seriously, there's a commonality of experience here. Weird. Maybe you and I should talk about collaborating on some kind of anthology project? Or at least start up an online primordial gaming circle nice an casual like.
I know a t-shirt guy....\n"I visited Fantasy Holland and all I got was this lousy t-shirt."
\nI think this hits the nail on the head, that perhaps there never really was any commonality of experience between different play-groups prior to the internet other than those that can be attributed to common-sense interpretations of the rules-as-written. Maybe I'm flattering myself (and my generational cohort) by saying "Oh, well, my experience is totally valid too" - even if my futureborn nature means I never participated in the original cultural milieu in which D&D began. I like that though, gives me confidence to DM and to make players enthusiastic.
Perhaps the biggest feature of the generational experience is that many people who were gaming in the '70s often emphasize the ahistorical or revisionist nature of the OSR - that it wasn't like that when they were gaming, at least in their immediate personal environment. This is something you mostly hear from people who aren't themselves participating in the OSR, naturally enough. I wouldn't term this a very interesting generational feature, though, as the vast majority of the interesting and productive OSR people don't seem to particularly care about whether their playstyle is authentic. This uncaring attitude is just fine with me, as I don't personally have a horse in the race when it comes to what roleplaying was like in the '70s - I'm a strict functionalist who researches the old ways to find fresh perspectives and ideas, not to seek some sort of legitimacy for what I'm doing now. And as I indicated, that's true in my experience of practically everybody actually playing old school D&D nowadays. In this regard the myth that OSR is "about" historical legitimacy is sort of similar to the myth that the Forge is all about narrativist story games
Knowing Eero, I suspect he'll keep jumping in to clarify things, as well, as he has started doing in this thread. I'm pretty sure (correct me if I'm wrong, Eero!) that it's not the writing itself which is a stumbling block: Eero just doesn't want to commit to any kind of project or the need to edit/revise and come up with a final product at a high level of quality.\nThat's pretty much the case. As I've explained, it's a matter of the work ethic - it's not that I wouldn't enjoy writing up a book about a style of gaming that I've been doing a lot lately, it's just that committing the serious working hours that it'd take to develop a product that I'd want to publish under my own byline would be away from other actual commitments I've made for my time. It's not a situation that I'm exactly happy with, but for the time being it is what it is.
The way I usually teach my D&D . . . relies on creative agenda first, technical strategy second, procedural approach third, practical hygienic principles of play as the fourth layer of instruction, and finally practical tradition of rules and rulings last.\nI don't see why that wouldn't be a viable textual approach. Let's give it a shot:
Although I doubt an online session or two will contribute much to general writing about a play style, it does sound like fun. I'm in America, but nocturnal, so my schedule might line up with y'all. Consider me interested!\nFair enough, but I'll just unpack my reasons for wanting to play a bit and hopefully it'll explain what I think the purpose of play is.
\nI think these belong in a section describing technical strategy.
Not sure where these belong:
setting management
stable-based play
player-chosen campaign arc
sandboxing strategy
Ok, so far I've got Rob, Eero, David, Paul and myself (Mike) as Dungeon Master. Very willing to take more but I think we've enough players to try take a stab at it. I'm thinking I'll run next Sunday about mid-afternoon (GMT) so hopefully people'll be free and able to play whatever their timezone. I'm sure we'll work something out.\nShould work for me, I'll let you know if something comes up. I can also referee stuff at short notice if it becomes pertinent.
Principles for rules and rulings:\nDifficult to say offhand. I guess that'd require some thinking and writing to clarify further. It's also true that in practical play the legislative process often stays in the background as we rely on well-established routine processes.
D&D's rules do not come close to covering every important thing you can and will do in play, so some principles are necessary for the group to agree on how play proceeds most of the time.
\u2022 When uncertain how best to proceed, refer to the Point of play and Basic context, above.
- The ref may lead the conversation, but everyone has an equal voice. Pay special heed to anyone with experience in this game, and give special skepticism to experience from other games with different agendas.
\u2022 Established fiction is an absolute constraint. If either the imagined world or a rule must give, the rule gives.
- This does not mean the ref's first word is always law. Refs are fallible and the players' judgment of the fiction matters too.
\u2022 Rules are there to connect the Point of play to the situation of the moment. Always do whatever best serves that purpose, even if it means breaking, changing, or ignoring a rule.
- If any of your adjustments wind up being applied more than once, congrats, you've added a rule!
(This section is currently too vague to be applied in practice. Eero, any more usable articulations come to mind?)
\nSeeing as this is going to be pretty experimental for me and the OSR is pretty punitive on new PCs it might end up with a quick TPK or forced retreat back to town. If there's a second expedition in a single sitting do you reckon you've got enough prepped to step in?
I can also referee stuff at short notice if it becomes pertinent.
What are the online tools of choice? Google Hangouts?
Seeing as this is going to be pretty experimental for me and the OSR is pretty punitive on new PCs it might end up with a quick TPK or forced retreat back to town. If there's a second expedition in a single sitting do you reckon you've got enough prepped to step in?\nSure thing, although rarely does a mere TPK prevent a new party from attempting to tackle the same dungeon a second time. I do have stuff ready to go at a moment's notice most of the time nowadays without doing anything special about it.
\nThat's us, right? \n
Good for naturally focused and motivated people
I should note that while my written English is reasonably erudite, my spoken accent is best likened to a demented rodent. I sound much more stupid in English than I sound in Finnish, in other words.\nWhereas I've been told I sound like a young Charles Dance. My finnish accent, however: terrible, just terrible. Maybe we should IRC if it plays to your written English skills and increases the chance you'd run a game.
I find this immensely interesting. Those bookmarked blogs/pages the OP is referring to, any chance they could be shared here?\nSorry about that, dude. I do just about all my posting here while at work (I'm a cog without many teeth, y'know?) so always cursing that my Eero stuff's on another computer. Could I put the call out for participants to come forward with anything they might have of interest? Thanks! \n
I don't know what's involved in setting something like this up, but this book you guys are writing, might be well-served by a wiki or something similar as a development tool; so multiple people can contribute and there's built in version control and stuff.\nGood idea, Weeks!
I hope I can join in or lurk or at least get vey up to date reports on how this turns out.\nJoin in! Want to come play on Sunday? If not, I'm planning on writing it all up anyway for edification/entertainment purposes.
\nCan't make this Sunday afternoon, sorry. Actually clashes with a DungeonWorld game!
Ok, so far I've got Rob, Eero, David, Paul and myself (Mike) as Dungeon Master. Very willing to take more but I think we've enough players to try take a stab at it. I'm thinking I'll run next Sunday about mid-afternoon (GMT) so hopefully people'll be free and able to play whatever their timezone. I'm sure we'll work something out.
You've referred to your gaming as "hygienic". I'm not entirely sure what you mean with the use of that term in this context. Can you explain a bit?\nPerhaps I should clarify: I don't consider my game any more or less hygienic than somebody else's as some sort of positive quality that my game possesses and somebody else's doesn't. (That wouldn't be a too pleasant attitude.) Rather, I've just been using the simile of "hygiene" to describe the modal status of certain types of of rules: there are rules - or principles - that guide your action in the game without being absolute constraints in the sense of subjective legal rights for any player to invoke. As these are not strict matters of right or wrong play, but rather helpful attitudes and guidelines for preserving an overall ethos, I find it more useful to call them "hygienic" to differentiate from socially mandated rules of interaction that game rules normally are. It's like "wash your hands regularly" is a hygienic rule instead of a moral principle by itself: regular washing helps you limit the transmission of undesired bacteria, which helps you in maintaining health, so although washing your hands per se is not laudable, and you're not obligated to do it for the sake of other people, the activity has incidental consequences in maintaining health, and is thus desirable for its utility outcome. In a similar way there are many things that I do when refereeing D&D that are not strictly speaking mandatory, but that I find very useful in maintaining the proper ethos of the game.
\nWould this explain the use of pre-packaged modules in your games? - Side-stepping any need to consider outcomes by side-stepping a lot of the design altogether. Can the DM who wants to invent a dungeon wholecloth ever be truly hygienic?
An example of this type of "hygienic" rule is the idea that the referee should not design for outcome, nor have an outcome in mind when prepping game material.
Would this explain the use of pre-packaged modules in your games? - Side-stepping any need to consider outcomes by side-stepping a lot of the design altogether. Can the DM who wants to invent a dungeon wholecloth ever be truly hygienic?\nIt's certainly possible, no doubt about it - I make my own material on occasion, it's just been the nature of the current campaign concern to be all about experiencing and enjoying module adventures. I would find it a misunderstanding to say that we've been rocking adventure modules because of laziness or inability to create our own stuff, or hygienic concerns; the original inspiration was that I simply wanted to try some of this new OSR stuff out, and that hasn't really changed.
when I write adventure stuff I think in terms of potential challenge, without interpreting that through the lens of my own preconceptions about the nature of the campaign and the party. The scenario is what it is, perhaps faithful to its setting, but unconstrained by preconceptions about the party that would be run through it.\nOk, I think I'm getting it. But how do you conceive of and then build a potential challenge without imagining a desirable outcome for campaign/party? Let's say I'm building my dungeon and I want to have the classic trapped statue with gemstone eyes - the desirable end-point here is that the party overcome the trap and get the reward, right? It's hard to think about designing the trap without having that possible end-point in mind (the alternative ends - that the party activate the trap and get no reward, or that they ignore/refuse the trap altogether - are also present). Is it just a case of being ambivalent about the result of the trap's inclusion? Like, getting all Tao of the Dungeon?
\nWould you be so kind as to post them here? I think I speak for everyone following this thread in saying "Yes please!"
I guess I could show you some of my adventure notes; I write those in English despite our gaming mostly being in Finnish.
The only difference is that the DM decided he would speed up time narratively (or encourage players to delay perhaps) so that he could describe a badass sunset as an incidental (but dramatically poignant) backdrop to the battle. Is this minor act of non-primordial activity totally verboten and generally badwrong? It's only a little descriptive flair on the DM's part surely?\nI think this is precisely what Eero was talking about when describing "non-hygienic practices". Sure, it won't ruin your game. But it sets a precedent for the game to drift in a different direction: why are we adjusting the timeline, and why are we concerned with dramatic poignancy? Those are not in line with our creative agenda.
"Wargame referee" is the best way of describing the desired attributes of a DM I've heard yet! But wait, wait wait, before you get all twisted about setpieces, I wasn't talking about setting up a climax: the prep is exactly the game in this hypothetical game as it is in yours. The DM stats the Elf and leaves him somewhere on-map for 2d6 days, the players decide to pursue (because it's a potential challenge but also, crucially, profitable for them in real terms) and discover him outside his hideaway after some travel. The only difference is that the DM decided he would speed up time narratively (or encourage players to delay perhaps) so that he could describe a badass sunset as an incidental (but dramatically poignant) backdrop to the battle. Is this minor act of non-primordial activity totally verboten and generally badwrong? It's only a little descriptive flair on the DM's part surely?\n"Wargame referee" is far from incidental; I pretty much adopted this view on what a D&D GM is from studying the early D&D cultural context in wargaming. The entire game just started to make more sense when I figured out how differently it runs when you remove the modern GM figure and substitute a wargame referee.
Would you be so kind as to post them here? I think I speak for everyone following this thread in saying "Yes please!"\nSeems like I still have this Solomonari stuff in Dropbox from when we played it, here. I should note that when I say that it's personal notes, I mean it - there's some of campaign-specific, genre-specific, school-specific shorthand in there, so chances are that if something doesn't make sense it's because of that. Also, despite being sort of laid out, that's just one evening's prep work, basically stream of thought, so it's not internally as cohesive as the layout might make it seem. (The reason that it's laid out at all is of course that I'm sort of in the business - just as easy to write into a ready-made layout scheme as it'd be to write into some more conventional software. In this case I just pushed the text into the layout I used in last year's OPD contest.)
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\n\n\nI like some of the play you get in Talisman and applaud it for being generally well paced - starting out fairly relaxed and exploratory (at least the first few times you pay it) before building to death-grapples on the top of Mt. Doom with other PCs. Shove in a hex map, the power to spend money on services and a more robust character generation and you pretty much have what I'm looking at here.
Regarding how to set up that reverse-party game, I'm thinking along similar lines regarding one-roll adventure resolution. There are boardgames plenty that do this sort of thing, first one probably having been Talisman.
I don't think that there is such a thing as a code of omerta that would prevent people from bragging about what happens in the game\nomert\xe0
That being said, I have no idea how this fight got started. Were the disruptive henchmen only there because Bodigon decided to hang out with them and eat his lunch rather than join the others toward the tower of love, or were they always destined to rob the party's supplies and kill anyone in their way once we got out of town? Either way is fine, after all exciting things need to happen to the player characters, but I'd be interested to look into the procedure at work here. This kind of event makes me UTTERY PARANOID about hiring henchmen (without at least knowing their true disposition towards the PCs) despite how essential they are to low-level play. Is this the difference between a henchman and a retainer?\nA good question. As the scenario is over and done with, I can comment up this: these henchmen and their very specific relationship to Sir Fondleroy Addleton, your erstwhile patron, are carefully outlined in the scenario I was running. So I didn't need e.g. disposition rolls or such as long as we remained within the purview of the scenario, as I knew exactly what these particular NPCs would do in certain conditions.
\nYes, it's the lack of strategic options apparent that bothers me, truly. I keep putting myself in Mithryn's shoes: if the combat sequence is so engaging that I cannot end it without taking injury, what options do I have? The best option is to weather the attacks and hope your assailant misses, rather than to flee and suffer an auto-hit, and that seems unintuitive.
The only issue I see (aside from working out the specifics of just how much of an advantage having the initiative gives you) is that it must be possible to break out of a series. There should be a number of ways to interrupt the series and/or force a new roll before it's over. Eero, you mention a few above, and I think this is a good and important direction to go. A group which is facing 5 rounds of lost initiative against an overwhelming foe must have some good strategic options on hand rather than being forced to weather the 5 rounds. Fighting back is one good option: essentially, accepting the conditions of the fight and engaging in it fully seems right and proper to me. But other options might be worth considering.
The only issue I see (aside from working out the specifics of just how much of an advantage having the initiative gives you) is that it must be possible to break out of a series. There should be a number of ways to interrupt the series and/or force a new roll before it's over. Eero, you mention a few above, and I think this is a good and important direction to go. A group which is facing 5 rounds of lost initiative against an overwhelming foe must have some good strategic options on hand rather than being forced to weather the 5 rounds. Fighting back is one good option: essentially, accepting the conditions of the fight and engaging in it fully seems right and proper to me. But other options might be worth considering.\nI agree with this as a design strategy statement, we're in harmony on the proposed goals of this initiative system idea. While I personally don't think that initiative played in this manner would always be decisive, at times it might well be a very good idea to be able to force a new initiative roll to seize the advantage. A lot depends on if you're fighting a conservative stationary battle, or relying on complex maneuver, as the latter is much more difficult if the opponent is on top of things and you aren't.
For instance (and, for all I remember, maybe we even did this last night), when Zizek landed a powerful blow against the general (6 hit points of damage to the head has to be a pretty serious hit, as it would kill most men), I feel a good argument could have been made for that triggering a new initiative roll, perhaps allowing Mithryn to escape while the ogre was knocked off-balance momentarily. (Again, maybe this is what happened anyway - I don't particularly remember).
Yes, it's the lack of strategic options apparent that bothers me, truly. I keep putting myself in Mithryn's shoes: if the combat sequence is so engaging that I cannot end it without taking injury, what options do I have? The best option is to weather the attacks and hope your assailant misses, rather than to flee and suffer an auto-hit, and that seems unintuitive.\nI think that my suggested action for defensive retreat is entirely fair in this regard, and it's not either giving the enemy a free strike nor is it merely passively weathering their attacks: you spend your action, get a chance to break off the series, and if that fails, you still get a substantial AC bonus. Seems fair to me. It doesn't guarantee that you can escape every melee every time, but it's likely enough that after at most a couple of rounds of combat you'll be able to get out of underfoot and get the chance to run away. Frankly, to me this seems like the ideal balance: I want a melee combatant to be able to force combat on another, but I also want the other side to be able to run away if they don't want the fight.
you spend your action, get a chance to break off the series, and if that fails, you still get a substantial AC bonus.\nThere's the concession that'll get be back around the table (so to speak, I wouldn't leave if you paid me). AC bonus going on seems a little clunky but it's a good sop to my sense of fair play. I reckon we can nuance this into something much more rewarding though. \n
Of course, if the entire notion of melee being a dangerous pressure cooker doesn't entice, then I understand how this course of thinking doesn't seem appealing. I like having combats be sweaty, dangerous affairs where people can get confused, afraid, and otherwise irrational and murky - friction of war, as I like to misuse Clausewitz\nI think most everyone would agree. It's kind like saying "I like my comedies to be funny!" - that combat is supposed to be tense and suspenseful is a given, yo. Though it's probably safe to say that everyone interprets tactics and combat differently when you get down to it (we're armchair generals to a man after all). My general notion is that, while it feels realistic for you to be able to lock someone into combat, there should be a range of strategic options available to the defender - many of them negative but several preferable to loss of life that I would assume to be similar to "real world" events. It's at this stage that I think that forward thinking by the players about strategy, formation, command etc can be rewarded - that moment where the rat men are raining blows on your shields and the line's about to falter! Then the fighter leaps over the beleaguered henchmen's shield wall to stab the rat-king between his beady eyes! D&D perfection. But maybe that's the point we're at already? The fighter's leap-attack would be the interruption to the ratmen's initiative victory, permissable in the situation because the fighter in question chose to hid behind the shield wall for that very purpose. Maybe this just needs to be enshrined in a few good "creedos" or something.
Seems like maybe you'd want an option to attack the opponent's initiative, throwing them into disarray or something, instead of attacking their hitpoint pool.\nI like this. Consider it filed away under "Iiiiinteresting..!"\n
+1 to Christopher's idea of attacking the opponent's initiative; pulling a maneuver that can disrupt the enemy's attention long enough to force a new init roll. One thing I like in particular about this: it would give tactical benefit to really minor spells and legerdemain. A sparkle of lights or a small sound off the enemy's left flank might be all you need to potentially throw him off his initiative.\nINTERESTING..!
I have a strong feeling that 3\u20135 rounds of initiative is actually enough to swing pretty much any important fight in my game guaranteed.\nThat's my misgiving in a nutshell. So much depends on a good initiative!
Also, the initiative system is cool. I'd be interested to hear whether Eero feels like he has different aims for this system, as opposed to the 3E-style one he used previously. Or whether this mechanical flowering is simply an expression of the same goals under different constraints / different inspiration (namely, Moldway initiative as a starting point).\nMy personal creative goals are the same, it's just a different campaign context here. Your points about the nature of combat are perceptive, I do indeed have ambitions there that run counter to the mainstream of D&D thought.\n
What are those goals? One of them seems to be getting at the nature of melee as a pretty relentless thing that's difficult to disengage from. Another seems to be having interesting options generated from initiative, rather than just a first-round strike advantage.
I was considering how many variant builds have been forged more around the DPS, Tank and Support roles than aroung the Fighter, Rogue, Cleric, Wizard roles. Even to the point where the later mix as flavor with the former to create these builds. I've seen Dex based tanks, where the character distracts the enemy but keeps avoiding his attacks, I've seen Tank Wizards, who use magical shields and magic armor to withstand greats amount of damage. I know this is probably going too far from D&D roots, but do you think it would be viable to built class options around this instead?\nI dislike the video game combat role classifications personally because of their artificiality and resulting shallowness in their ability to speak about humanity; those roles mainly exist as an artifice of the way D&D hitpoint rules and combat rounds were transferred into the digital medium. That does not prevent other people from working with them, of course, if they're considered creatively interesting.
you should note that we are not playing an "Eero is king and tells us poor peasants what to do" game here\nYa, I get that the game you guys are playing on IRC is not "Eero's game". Is this thread still the right place to ask about Eero's thoughts on OSR D&D? Or is this now just a thread for the the IRC game? For now I'll assume I can ask more about "Eero D&D" - as always, others are welcome to come in with their own thoughts on this.\n
My theoretical answer is that D&D needs some way of phrasing the idea that individual characters may have a fictional position that translates into mechanical hooks specific to them; the old way is to have these arrangements be entirely informal (you write in the back of your character sheet that your guy got special training/blessing/whatever and now can do thing X), while the new way is to have some formalistic rules and constraints and processes that encourage and balance these things, perhaps. My homebrew with its "initiations" is an example of the feat-like style, with certain formal processes that both ensure that you get cool stuff, and ensure that you don't get too much of it even if you try for it religiously, and ensures that you can't prebuild your character despite cool stuff existing and being known.\nThat's a helpful description of the aims here. One thing I wasn't sure about with your Initiations system was the 1/level rough limit. It seems to me that this is too limiting to describe all the different things that characters might be good at. Do you find with this limit that you also have a more informal character traits going on? So say my level 1 character has some "Healer" Initiation, but then it's also decided through play (say they ace a knowledge roll) that they know lots about currency. Also, in down time between the 1st and 2nd sessions they declare that they spend the time reading up on dragons. Does that character now get bonuses to rolls relating to currency and dragons? The first one seems too small for an Initiation. Perhaps the 2nd one would result in an Initiation, and they wouldn't be allowed to learn more things in between sessions until they've leveled up? Or perhaps there is just no mechanical benefit for these fictionally established facts?
Ya, I get that the game you guys are playing on IRC is not "Eero's game". Is this thread still the right place to ask about Eero's thoughts on OSR D&D? Or is this now just a thread for the the IRC game? For now I'll assume I can ask more about "Eero D&D" - as always, others are welcome to come in with their own thoughts on this.\nPoint. I understood your questions in light of the recent IRC game discussion. That game differs in many ways from the mechanical approaches I took a couple years back for a tabletop game.\n
One thing I wasn't sure about with your Initiations system was the 1/level rough limit. It seems to me that this is too limiting to describe all the different things that characters might be good at. Do you find with this limit that you also have a more informal character traits going on?\nYes. To be specific, the initiation system is predicated on "one big thing" structuration of fictional space, same as e.g. FATE aspects, D&D feats or such: it presumes that each initiation, feat, or whatever we call them, is a fictionally pretty interesting, "big" thing. It does not suit well for codifying smaller details, even when those details might be locally pretty important.
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\n\nThis thread of discussion punctuated by actual play to experience the techniques is so very cool. I kind of want this to become a thing on the forum.\nIt is done!
You don't need to conjure with my name all the time, Mike - I don't actually have divine properties. The traditional old school name for the campaign is "Grey Sands campaign".\nHa ha, it's not sycophantic by any means (can you imagine if I was that guy?), I'm just using you brand to piggyback promote the game a bit. "Oh man, Eero Tuovinen?" says Johnny Public, "Doesn't he have wacky, publicised opinions about old school D&D?" As a descriptive Eeroverse is actually more communicative than originally thought.
(The traditional old school name for your fantasy adventure campaign is created by taking the name of the first home base or dungeon presented to the players. The more you know!)
If any character\nSeems like it gives the point-man a little safety and the rest of the party a little risk!
does something which could trigger a trap (such as walking over a
certain point), the trap will be sprung on a roll of 1-2 (on Id6). The
DM must check for each character passing the spot until the trap is
either sprung or safely passed by all.
Of course a decent principal might be to roll 1d6 against the marching order and that poor soul triggers the trap\nI don't know that I like this - it means that with 6+ adventurers you are always going to trigger the trap - it's just a question of who. Seems a bad mindset for the GM to be in.
\nThere's something about the idea of 6 or more people trumping down a passageway in a group invariably setting off any trap that's faintly appealing, but I take your point. Ha ha, and yes, I'd hope that out of 6 roles, 1/3 would come up 1 or 2!Of course a decent principal might be to roll 1d6 against the marching order and that poor soul triggers the trap\nI don't know that I like this - it means that with 6+ adventurers you are always going to trigger the trap - it's just a question of who. Seems a bad mindset for the GM to be in.
Obviously with rolling 1d6 for each person the trap is *likely* to trigger, but it's possible it might never go off. In fact, just did a bit of maths - there's about a 1/3 chance that the trap wouldn't trigger if you roll 1d6 for each of 6 people.
1. I asked this in more detail in the other thread, but it probably makes more sense to talk about it here.\nThe amount of prep depends on the artistic ambitions. For example, this IRC game is pretty light-weight stuff in that I'm not responsible for much in there; the setting is a joint project that relies on constructively interpreting Moldway, for example. Consequently my prep has pretty much consisted of moving a few key adventure modules closer to hand's reach in case they come up in play. I've refreshed myself a little bit about what adventures I have in my library, so I can select things to highlight in adventure hooks.
How much do you prep as the GM for a game like this? Clearly, once the game is rolling, and things have been established, the work required drops significantly and becomes rather player-driven. But in the beginning, given your interest in offering multiple plot hooks, how much do you bring to the table right off the bat, and how much can be improvised as you go along? Do you have a 'stable' of modules on hand, for example, and just look for excuses to drop them in to the gameworld, or other techniques?
Eero, 2. On a related topic: you have explained that your own vision of D&D fantasy here is somewhat more "realistic", and draws more on real-world history and less on D&D tropes (like Elves and Orcs and magic swords). Given that, how do you justify the existence of horrible monsters, and bizarre dungeon environments? Is it all handwaved away, or is there a premise which is used to explain how a group of adventurers walking down the road can run into some supernatural beast, and why there are caverns full of traps, monsters, and treasure (and, more to the point, in several locations near wherever the characters turn out to be)? How do you approach this, and how much of it is thought through in detail, as opposed to just ignored as one of the requirements for play?\nWell, this depends on the setting. I mean, my D&D is not solely about historical fantasy, that just happens to be what we've been rocking recently around here.
3. On telegraphing difficulty to the players.\nThis is a good question. My theoretical answer is that we provide or withhold difficulty data for three reasons:
1. In terms of campaign prep, that's a pretty thorough answer regarding the current exercise we have going. However, I'm taking this thread as being about your homestyle D&D, more generally. So how much did you prep, where along that spectrum you described, for your home campaign? That's what I was really curious about here.\nIn that campaign the prep was similar. I read a bunch of adventure modules for other reasons (for my webstore, and academic curiousity) during the preceding year, so didn't need to reread them to start play. Most time was spent in doing the geography, as I developed the hex wilderness and locations of adventures in it in advance. I spent maybe 4-8 hours in prep before the first session in enumerating the adventures and developing the map, and then about the same twice or thrice more later on when expanding into new theaters of operation (that required new geography and partially new adventure selections).\n
2. That's an excellent overview of "realism" and how it fits into your conception of bizarre D&D things existing in a "historical" Europe. However, I thought I read you earlier saying something about how you had these ancient snake-men, and somehow their legacy was tied into the existence of dungeons? Perhaps some idea about how moving underground was like traveling into another plane of existence, further and further from "normal" reality? Or am I imagining things here?\nYes, those sorts of themes made an appearance in the campaign. The snake man thing for me was a way of casting doubt on the orthodox histories of the world - it was an alien presence that did not merely cast history into doubt, but actively fought with mammalian humanity over a mutually contradictory right of existence. I still have a bunch of snakemanny adventures in my skull waiting to get out - a campaign arc, if you will.
3. That's a great answer, again. One more followup question: do you ever concern yourself that attention to detail might "clue in" a player about the danger inherent in a certain situation? For instance, someone crossing a bridge without a trap on it might just say, "I cross the bridge", and the GM is free to carry on describing what's on the other side. However, if the GM knows there's a trap on the left-hand side of the bridge, he or she should logically ask the player: "Hang on, are you walking on the left, or on the right?" This can potentially "clue in" the player to the existence of danger (or opportunity, at the very least). How do you approach this aspect of play? I've noticed that you handle it quite well in actual play, but I'm not sure what your guiding principles might be (I'm not as confident of being able to recreate your GMing style here, in other words).\nWhen the stakes are high, I generally start these types of situations by affirming the fictional positioning among the group. This positioning includes current character intents and such. This process of affirmation may indeed clue the players in on there being something awry, but it's also sort of too late for them to anything about it at that point; there is technical meaning to shouting in a quick "I back away!" or something of the sort, as it illustrates the mentality of the character, and his ability to react quickly and decisively, but it's not a panacea that'll automatically save you, because when the GM needs to ask you're presumably already in the deep of it.
The game's nature is such that you are at times your own legal counsel, although most good groups tend to have at least one or two players who are interested enough in the process qua process that they'll counsel everybody else about precedent, positioning and possible arguments in their favour (or against them, as the case might be). It's not a magically perfect system, though, so it's possible for the table dynamic in a certain session to be such that a wise GM paddles backwards especially much, paying particular attention to drawing out genuine player concord and cooperation on slaughtering their characters in amusing ways. The goal of the process is not to have dead characters, but rather to have the players enthusiastically agreeing with you about how fair and legit even the most astounding outcomes in the game have been.\nLast you were a player under me I recall you picked up the Moldvay "suggestion" of being the party's Caller, legal counsel for a players if ever there was one. Obviously there were practical concerns - new players who mightn't know Moldvay's tight dungeon legal-defence positioning - but I'm interested in how you see the roll of Caller, whether you use it in your OSR games elsewhere and if you see any merit in a broader use of this play-feature? Could the Caller take on DM rolls of a certain kind (wandering monster, say) and lift a little of the work-load?
My own favourite is the "logistics manager" or "NCO", who centralizes supply management and can buy and sell routine materials to the party, thus freeing up the GM from answering questions like "what does a lantern cost" or "can I buy chain mail in this town".\nI know there was some interest in some sea-hex crawling this weekend. When I've been doing that, I explicitly ask the players to appoint a whole bunch of roles along these lines. Some are best handled by experienced players, but some are a great ways for low level people to get in the game too. We have the boatswain as logistics manager, some combination of captain and mate as strategic and tactical callers and often negotiator and morale checker, a lookout who establishes direction and distance and other stakes for encounters as well as weather, a steersperson/coxswain who has to make constitution checks if you want to pull advanced maneuvers and also tracks rower endurance in long engagements, etc.
Mike, what does monster mean?\nMonsters are beings who appear in the Monster section of the rule book and they mainly do what their descriptions state they do. Mostly this is to lurk in caves, assault intruders and be associated with a random amount of gold.
The etymology suggests that a monster is simply "something warned about".\nSomething warned about in, say, a Monster Manual?
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\n\nHave the players killed Goblin babies?\nThis kind of thing? Or are you thinking of different issues?
Eero, did you ever encounter a situation in some adventure that caused a notable dissonance or raised difficult to integrate issues? (I don't have anything in mind that would even qualify, but it seems like if there was something like that, it would be instructive.)\nI wouldn't say that this would have come up as a problem. It is easy for the GM (seems easy to me, I mean) to spin things creatively, or make the necessary changes in an adventure to make it all make sense. Note that "make sense" is not here the dry prune legalism concept that players occasionally use to argue their cases - there is no need or requirement for things to go the way a player with no imagination expects them to be, and a mere player claim that things have to be the way he wants them to be or they "won't make sense" is not true without further substance. The fiction can take a surprising amount of variation and surprise before you even need to consider changing anything.
maybe there is a vast Agharta down there somewhere, a vast sinuous empire of degenerate lizard-people and all manner of Gygaxian lunacy viewed through the feverish nightmare eyeglasses of a human explorer of these alien reaches.\nIt is not for the first time I wished I could speak Finnish. I want in!
How did you handle this Eero? Other people?\nBy making it clear from the start that we do not have a game text here to rely on as an authoritative source. There simply isn't any book you can look in to cross-correlate it when a NPC uses the word "goblin". You have to ask the GM whether your character's supposed to know something about these goblins, or ask the NPCs, and that's just an ordinary process of discovery - if you end up killing everything and later regretting it, perhaps you should've done your groundwork a bit better. It's no different from my viewpoint than the PCs killing a "witch" before they found out that they're really a good witch.
[...] addressing the landscape as composed of beings which can be bargained with, tricked, or fought, but don't obey the rules of humanity because they are fundamentally different in nature.\nThis resonates with me, and I see that feature in Eero's playstyle, as well. (Kind of makes me wish we could encounter some "goblins" in the IRC game, just to see how Eero presents them in "real time"!)\n
I'd just say, "The villagers tell of you of the nasty gremlin folk who live in the woods and swap their children for changelings" and I'd expect the players to not necessarily trust this info and go in at least expecting the possibility of more nuance.\nThis would be sufficient for me as a player (along with a frank discussion that this isn't some kind of generic vanilla "by the book" D&D). More than sufficient: it tells me everything I need to know and, combined with intelligent GM-description when actually encountering said goblins, leads me naturally to play where I'm questioning what I'm seeing and reacting to it without assumptions. (I've found that minor aesthetic changes are enough here; for instance, if the "goblins" in your game are presented as having light orange fur covering their lower body, that's enough to let me know that these aren't "generic D&D goblins" but rather unique creatures I need to assess and deal with without a priori assumptions.)
But what about the necessity of providing enough adventure hooks for the game to remain interesting? How close together do you place your "adventures"? Do you try to space them out "believably", or do we just assume that the characters happen to be in a weird place in the world where, by some chance, there are two haunted castles and three underground tombs infested with monsters all within 25 miles of each other? Do you spend any effort rationalizing this kind of thing, and how it has come to be?\nYou ask many of the same questions that I would have asked before trying to this out. As with some of the earlier aspects we've covered, this is also a thing that works surprisingly effortlessly in actual play. I'll try to explain why this seems to be the case, although in practice I just tried it out and found it less problematic than we would assume from an armchair perspective.
Etymology: < Anglo-Norman and Middle French monstre, moustre, French monstre (mid 12th cent. in Old French as mostre in sense \u2018prodigy, marvel\u2019, first half of the 13th cent. in senses \u2018disfigured person\u2019 and \u2018misshapen being\u2019, c1223 in extended sense applied to a pagan, first half of the 18th cent. by antiphrasis denoting an extraordinarily attractive thing) < classical Latin m\u014dnstrum portent, prodigy, monstrous creature, wicked person, monstrous act, atrocity < the base of mon\u0113re to warn (see moneo n.; for the formation compare perhaps l\u016bstrum lustrum n.). Compare Italian mostro, \u2020monstro (1282), Spanish \u2020mostro (c1250; compare Spanish monstruo ( < a post-classical Latin variant of classical Latin m\u014dnstrum)), Portuguese monstro (1525 as m\xf5stro).\nAnd the definition.\n
a. Originally: a mythical creature which is part animal and part human, or combines elements of two or more animal forms, and is frequently of great size and ferocious appearance. Later, more generally: any imaginary creature that is large, ugly, and frightening.
\nI was weaned on WFRP and have been in love with its engaging character generation from the get go. Having gotten to know D&D a little more intimately it strikes me that 1st Level characters (and 1st Level play) would benefit with the understanding that these characters aren't much separated from normal folk. You just simply aren't that heroic at 1st Level (even if you are called Magic User!) and maybe more prosaic concerns like occupation and immediate possessions should be more of a concern? Would you consider writing up your own tables for this, or would you use WFRP's or DCC's?
2) Remove the attributes entirely, and replace them with personal qualities. Two 1st level Fighters would be mechanically identical by definition, with the only exception being if one or the other would happen to have some personal qualities that would distinguish them. Feat-like things, such as "Waste-born: +2 to survival checks". I've been considering running something like this for a few years, could be interesting; I would likely have the players roll up personal qualities for their characters in a sort of Traveller-esque life tree chargen process.
I think our application of Monster has a certain technical quality in this conversation that sits outside of strict OED definitions. Although I might be wrong. Crunch, how do OED and OD&D converse here?\nI was posting it in response to asif here. \n
"what does monster mean?"\nI think the OED definition is interesting for a couple of reasons actually. While I understand that OSD&D has it's own language, there is a lot of connotation that it draws in use from the broader language. The OED definition is limited in interesting ways that I think inform the way we use the term in practice.
Literally: An entity which is considered unnatural by humans, by virtue of its being: (a) wicked or cruel (to humans), (b) ugly, grotesque or deviant in appearance from the norm (as judged by humans), (c) of unusually great size, or some combination thereof.
The dictionary definitions of this word are not only humanocentric (obviously), but some are psycho-social as well (as evidenced by the fact that a human psychopath can rightly be called a "monster"). So we really must say "by normal humans" (whatever "normal" means). Certainly this leaves in a species-ist element, whereby any species considered "ugly" or "wicked" (by normal humans) could rightfully be called a "monster" (by those normal humans).
(Despite this, it seems that literally speaking, a giant could be called a monster even if it was handsome and friendly.)
Etymology: from the Middle English monstre < Latin m\u014dnstrum -- portent, unnatural event, monster, equivalent to mon ( \u0113re ) [to warn] + -strum [noun suffix]
The etymology suggests that a monster is simply "something warned about".
What does Healing mean in this context?\nDepends on the healing. We generally tend to speak of "healing" spells, but it's understood to be strictly a technical term, and what actually occurs when hitpoints are recovered is ordinary post-combat recovery: you get your stamina back, you deal with the psychological issues, you get your courage back, the audience gets used to you having survived, whatever. This is in a context where the majority of hitpoint recovery happens through a "short rest" that takes a Turn and gets you most of your hitpoints back, most of the time.
Also, I get what it feels like to have HP whittled down in a single fight causing impending tension - I haven't been stabbed yet but it's clear that this enemy is closing in for a killing blow. But what about when you lose a few HP in one battle, a few in another, and you're on one or zero hit points, but it's been ages since you were under threat, and now a goblin turns up? Mechanically we know that death is on the table, but fictionally, how do we make that tally? Or is this a case of dramatic irony at work, where we know that the character, somehow is marked for death, but they might not?\nI personally deal with it by the fact that your hitpoint total sort of aligns with how tired you are; you can always get much of your hitpoints back by a short rest if you just have a couple of minutes to catch your breath. This slowly stops working through the day (you get less and less back with each short rest), but generally speaking we rarely face a situation where a character is extremely low in hitpoints unless it is also a situation where the character is exhausted, either because they just came out of a fight (with no chance to rest in between), or because they've been fighting (and taking short rests) for the entire day, and therefore simply can't get up to their normal hitpoints anymore today.
- similarly, how about traps? Would you tend to use a saving throw? Or do projectiles always miss you unless they kill you?\nDepends on the nature of the trap. As I discussed above, I have a theoretical leaning towards bringing more things into hitpoints, but in practice I follow the module text when running modules. After having done a few weeks of gameplay in whatever mechanical context I'll also use those conceits when GMing myself.
Yep. Characters are a resource (an exceptionally valuable one) and the impact of essentially favouring the players in this way must be balanced against the scenario at hand. Dungeon Crawls are simply less fun if you're swarming down the corridors with 400 dudes - I might as well roll for treasure and magic items found and a % of casualties and we can get back to the Domain Game we're now playing.\nThis is pretty much the routine I use. Entirely by the book as far as I'm concerned. The GM has the responsibility to call any combat that's already been practically resolved - no need to roll dice in the usual grind.
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\n\n\nIs this a regular thing? I would totally play a D&D that was forever about striking overt deals with the DM as a group of players. "Ok, we'll end combat with one casualty and the loss of a mule if the Goblins are intimidated and retreat."
The procedure I use is that the GM offers a "deal" to the players, and once they accept, we can end the combat. The GM of course tries the get the players to accept some attrition in exchange for winning the fight, while the players might ask for easier terms if they feel that the fight favours their side. If no agreement is reached, the combat continues until it resolves in the ordinary way.
there would basically never be a need for cutting combat short with a deal.\n...except for real life issues, of course, right? Running out of time, player boredom, a desire to focus on another aspect of play, and so forth.
It may seem like it's more random, but it's not, really: it's just that the two rolls (HP and damage) are happening at two different moments in time rather than simultaneously.\nIt's not just that, right? Normal: the HP roll happens once. Extended: the HP roll happens repeatedly. So a PC can be Mike's superhero one day and Eero's glass-jaw the next. So when we introduce the\n
The only difference I can see is that, under the normal rules, low-HP characters have a chance to know in advance that they are "weak", and therefore try to avoid danger.\nThat's what I'd call conventional, sensible behavior on a player's part. It's why any 1st-level character will avoid a dragon. Mechanically speaking you're right that the randomness has not changed per se, the two dice are being rolled and compared against each other, but contextually speaking it creates a potential dragon out of the first damage every character takes coming out of downtime - one they can't see coming.
Why even bother with HP at all?\nI've always been fond of this kind of rule for D&D-esque game design. However, you have a bit of problem when a series of lucky rolls can have your 1st-level Fighter surviving 12 blows from a frightening monster, with no reduction in future chances of death. I mean, it's not necessarily a *problem*, but it might feel a bit funny that this same dude can go take *another* arrow in the chest with only a 1-in-6 chance of snuffing it.
-Everything does 1d6 damage.
-Level 1 Magic Users die (or Save Vs Death/Roll on Wounds table) on damage of 4 or greater, thieves/clerics on 5+ and fighters on 6+.
-Wearing armour gives you an Armour Save before death rolls (geez, this is getting Warhammer pretty fast).
-Higher levels increases the Damage Save score above 6 at some point. Powerful attacks deal 2d6 damage.
There you go. I think I could probably run a dungeon crawl with those rules. Beermat Character Sheets for playing at pubs.
What is the reason so many OSR-people have for keeping damage to always/nearly always 1d6? Coming from 3rd Ed as I am, it's requiring some adjustment in my thinking. I get that there is certain verisimilitude to it, in that a dagger can kill someone just as dead as big two-handed sword. Is it just for simplicity?\nFor me personally it's a realism/consistency thing - I didn't set out to have largely static damage dice, that just happened as a result of the various basic assumptions I made. Once your basic unit of fictional establishment in combat is "a successful attack", and your basic resource are hit points understood as a dramatic protection, it makes perfect sense for each "successful attack" to shave off the same amount of "dramatic protection".
Oh, sure. The superhero/glass-jaw divide is indisputably wonky - if we change the existing level-HD-HP architecture in a way that bell curves the chances of survival, that puts a different spin on things.\nI like that. We already have bell curves built into the ability scores.
But if we don't, extended blind HD rolls haven't helped balance the experience; they've just made it possible for any character to spontaneously become a glass-jaw, a condition that's generally terminal at low levels. It'd just make Mike and Eero both roll up new characters more often, instead of only Eero. (I guess that's balance? But it feels like chaos.)
What is the reason so many OSR-people have for keeping damage to always/nearly always 1d6? Coming from 3rd Ed as I am, it's requiring some adjustment in my thinking. I get that there is certain verisimilitude to it, in that a dagger can kill someone just as dead as big two-handed sword. Is it just for simplicity?\nStop right there! The elegant solution to this problem has already been uncovered in your own post - all weapons do 1d6 damage but this heavy crossbow seems like it would do more, right? So you tell your player "Ok, this crossbow does +1 damage," he marks it on his sheet and play continues. The player just does the maths and reports a higher damage rate when it occurs in combat. If the table wants to extend "+1" to all heavy crossbows, sure! I don't see the need to then immediately jump to the conclusion that you then need to consider calculating all modifiers for all weapons in all situations (or whathaveyou) for the purpose of just in case.
The conundrum I have in particular is that one of my players has kitted himself out with a heavy crossbow - we were going off the LotFP equipment lists as a starting point. Now as far as I can tell in LotFP (and I was reading fast to make rulings mid-session so I may have misunderstood) there is no mechanical difference between light and heavy crossbows other than range penalties. Heavy crossbows can fire further more accurately.
\nI think the superhero thing has been a little overstated here. These are still pretty glass-jawed characters: the Fighter is dead on a roll of a six (this is a single attack roll, not Roll-to-Hit followed by Roll-to-Damage). The character has snuffed it. There's a level of war-game abstraction going on in the combat here - we're not counting individual arrows shot into the Fighter (if the table cares for colour, perhaps a near-miss means some superficial injury is noted), only what his chances are in this particular pressing attack by the opposition. 1-in-6.
I've always been fond of this kind of rule for D&D-esque game design. However, you have a bit of problem when a series of lucky rolls can have your 1st-level Fighter surviving 12 blows from a frightening monster, with no reduction in future chances of death. I mean, it's not necessarily a *problem*, but it might feel a bit funny that this same dude can go take *another* arrow in the chest with only a 1-in-6 chance of snuffing it.
(Talisman is an RPG, secretly)\nYou should hunt down Tales of the Arabian Nights.
\nI use both of these, plus a third technique, that have developed from OSR ideas or just come up in play. Our fighters get Arneson's "Chop til you Drop" ability to keep attacking when they kill, but instead of a +1 damage at various levels as he suggested along with it they get to roll bigger and bigger dice. It's nice. I also let improvised weapons or weapons used to subdue do one die smaller and unarmed attacks deal two dice smaller\u2014so an unarmed mid-level fighter is as deadly as most folk. This feels fairly elegant.
Other ways to approach this I've seen in the OSR include:
1. Variable damage by class....
2. Considering weapon choice a tactical trifecta: do you maximize defense, offense, or damage? I've seen different ways of handling this, but the goal is to make the three options mechanically balanced, so that one option isn't always better than the others...
* How did you decide to get into this "Primordial D&D" business? What led to this starting up? Was it sparked by an interest in the OSR, or something else (perhaps your involvement with LotFP, and/or publishing modules)?\nIt was around Christmas of 2007 or so, I think, when my friend Sami was visiting with us in Upper Savo. Sami, Sipi, myself and a few local teenagers were hanging out and playing games. D&D came up, and as is often the case, Sami said some ignorant stuff about it. I challenged him to play, so we broke off the boardgame night we were having and moved to a local kebab restaurant for a D&D one-shot session.
* Why did you decide to play D&D instead of, say, Tunnels&Trolls?\nAccidental. I could imagine how instead of a Grand D&D campaign I could've started a Grand T&T campaign sometime in 2007-10. I've got a few notes on that in the desk drawer, although not as developed and play-honed as my D&D stuff. Had I done it, my campaign would've been set in a relatively high fantasy take on 12th century Finland. Fighting with giant magical pikes, waging war on the enroaching Goblin Land, that sort of thing.
* Did you borrow or import any aspects of Tunnels&Trolls for your own D&D game? Which ones, and why?\nNot directly, no. Bricolage (putting existing things together) is not really my primary style, so melding the two together never really occurred to me. Rather, my design work's usually all about first principles: given that D&D has a linear hit point scheme with too few hit points at low levels and too many at high levels (to pick an example recently discussed), what does this mean, and how can I make it work so it's not "too few" or "too many", but rather something rich and unique and desirable? That's the sort of conundrum I tend to work on when figuring out D&D stuff - make it be more of what it is, rather than make it be what I want it to be.
If you have any thoughts on how D&D and T&T might be complementary or opposed to each other in principle or agenda, I'd love to hear about that. Are they near-cousins, or different species?\nThey're the same game from my viewpoint. (That totally should not be read as anything else than my having an esoteric understanding of the concept of "game".) Or rather, they have an identical creative agenda and identical methodology, so the only thing they differ in is in mechanical solutions and some procedures. T&T is further away from the D&D core than old editions due to not honoring the technical cornerstones (HP, AC, Saves, individual combat actions, relatively static abilities, etc.), but that just makes it one more step removed rather than an entirely different game.
Do you remember what your own expectations and/or assumptions going into that first session were?\nI was confident - I'd been musing on the matter previously, and had prior experience from my Helsinki campaign to fall back on, so it wasn't like I was playing D&D for the first time. I'd also been playing T&T occasionally over the last few years, so I knew what I wanted to accomplish that night in technical terms. I was playing with good friends and high-quality gamers, so I didn't really have any expectations or worries - we'd just see what would come of it. Also, because the session was planned and executed during the same night, I didn't really have any time to develop any doubts or expectations.
Fighters - professional fighters - are tough and their stats should prove it. The "Commoner" class (with a random medieval career) should be officially risen into the ranks of OSR classes (MU, Cleric, Elf, etc) and the Fighter should require a STR score of 14 or more as a specialist class.\nI think this is an excellent idea. It appeals to me on many different levels, aesthetically and design-wise.
\nSure. I believe the later editions of the game are all about d20s... who knows? ;D But, yes, I'm sure there is an appeal - at least for the sake of elegance and grace. I'm conflicted of course: I just love the physicality of the dice. Any game that lets me roll a different die for each weapon or skill has my nod. I'm keen to break out Warhammer Fantasy RP First edition, mixes a central percentile system with the D&D-dice in support.
Mike,
Are you aware that there are OSR folks who play D&D with just d6s and a d20? For instance, in early versions of D&D all hit dice were d6s. I like this reinterpretation of it here: Rationalized Hit Dice
\nSo it's not that Commoners are a bad character class, but that they're the basic class. No specialist Prime Requisites that could mean they start play as any other class. You could have the highest CON or CHA in the party and still only qualify as a commoner. Commoners have access to a "Career" table plus Trade Goods. Dungeon Crawl Classics has this table for Lv.0 PCs that could probably be leveraged into D&D here. The idea with being a Commoner is that you can choose a class later or define your own specialisms perhaps..?
However, I'm not sure how it would be best handled: is the idea that you rolled bad stats, so you're punished by a "bad" character class, or would the "Commoner" have some other benefits to balance the lack of fighting ability/magic ability/whatever else?
How would the Commoner work in play? The D&D rules make this kind of thing difficult: for instance, it would be tempting to say something like, "The Commoner's advantage is that he levels up faster", but then you get this weird situation where the Commoner might end up having more hit points than a Fighter with the same amount of experience (for example) - it's not easy to balance that.
Eero, did you experiment with any other non-standard D&D classes in an OSR context? (I know that in your original D&D game class was effectively a "freeform" trait, make up your own, but did you gradually gravitate to something more like standard D&D classes, or stick with that concept?)\nOur big campaign used a reconstructionist class-based approach with 3-4 "base" classes and a number of "prestige" classes, sort of like 3rd edition. The base classes were intentionally flexible and vague, while the prestige classes were socially and culturally specific. I don't know if you'd count that game as being "freeform" regarding classes, but to us it feels class-based.
Eero, would you run some T&T for us sometime? I'm super interested in variants.\nWhy not. Perhaps switch to it for a session or few at some point in the Grey Sands game.
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\n\nSo then what did your "prestige classes" look like? I'm curious because you have all at once a bit of an aversion to specific "character builds", preferring more organic character development, but also, as far as I can tell, love developing unique "crunch" for your games. So it's hard to imagine what you might have done with your Deudeu "prestige classes".\nThey were mostly driven by D&D tradition, and by character speciation, and by needs of crunch. For example, having a paladin, ranger, bard or assassin prestige class makes sense in the context of reflecting ideas from AD&D and the history of D&D in general. Then again, a specific high-level character (comparatively speaking) might naturally suggest with their positioning choices the existence of a specific character class that falls outside the scope of existing options. Finally, some crunch ideas would only work as separate classes due to the mechanical basic assumptions of the campaign.
Dial: Seriousness level\nHowever, from a different point of view, I'm not sure that playing Donjon as a "Serious" game does not constitute parody of D&D. It's just a serious parody, perhaps...
An important thing for the group to determine before play is the seriousness level of the game. Donjon is a very different sort of game in that the players have the ability to create as much of the outcome as the GM.
Playing a game with high humor can be rewarding, but can also be grating if attempted with the wrong players. Likewise, some players may not enjoy the visceral horror of a grim rust-and-blood sort of game.
This dial must be set before the game begins, and has the settings of: Monty Python and the Geeks (over-the-top), Slapstick (lots of funny), Tongue-in-Cheek (full of allusions to role-playing cliches taken deadly seriously by the characters), Black Humor, Serious, and Rust-and-Blood (fantasy horror). This dial should be set by agreement between the GM and players.
All that seems good to me. I wouldn't allow a skill check to remove a critical mark (a death cross) myself, but that's largely a matter of how one views their strategic role...A character might e.g. take a swim in a powerful healing magic pool to remove one cross, or take a break of 1d6 years from adventuring - that's the scale of effort I prefer for characters to take, should they desire to remove crosses\nThis tallies with my thinking on the matter as well, but I wasn't sure, hence it's inclusion above. I think you've helpfully clarified my thoughts about this.\n
So we sort of have three types of injury: mere hit point loss represents loss of stamina and fighting spirit, succeeding in a save vs. injury results in lesser wounds, and failure results in a cross plus effects similar to what your table here indicates. I mention this in case you want to make similar lists of concerns for those "lesser injuries", too. Stuff like -2s to attacks made with an injured arm, or whatever.\nYes, this was my thinking. These are for mitigating the affects of a failed saves. We will presumably also have ways for a healer to mitigate the effects of lesser injuries from succeeded saves. I may or may not make a table for that - trying to keep things oral where possible and lazy-evaluated, so we can make just the rulings we need. I mostly properly wrote down the above for airing in this arena.
It occurs to me, particularly after running another session on IRC today, that there are some interesting side-effects to a "hygienic" approach based on aleatoric processes. The GM disclaims decision-making and leaves a lot of decisions to the dice: like, for example, which character a monster with no clear preference might decide to attack. This allows us to construct a really neat set of procedures for a GM to follow, and to create a certain play culture. This is all a really cool effect, especially on a longer or larger scale, as we've discussed previously.\nTwo things about this characterization: first is that it is not the case that the GM does not make decisions. The second is that "randomness" is not the same thing as flat and unpredictable random distribution - not unless you've renounced that decision-making. I think that characterizing hygiene as abrogation of decision-making responsibility is a caricature of the actual ideal state; it is not a question of flipping a coin stupidly in every situation, but rather about making decisions with the correct unbiased mindset.
\nThis made me laugh! I think this is a good idea, of course. However, it seems funny to be bringing this up on the seventh page of this discussion: wasn't that the goal of this thread in the first place?
I applaud Johann's selection of Eero Quotes on his blog. Perhaps it could be an idea for us to dig out those pieces of advise most useful and offer them up for the record?
\nGood point. And the hit points are a simpler mechanism to apply that increasing penalties. Also, hit points are simpler to have a variety of ways of recovering them.
4. On the topic of "Save vs. Injury": this is something I've given a fair bit of thought. I think the nice feature of D&D-style hit points which is hard to replicate with a "Save vs. Injury"-style mechanic is, perhaps ironically, the predictability of physical harm and injury.
For instance, take a typical first-level D&D character. Let's say she has an average or better HP roll (e.g. 4 or 5 hit points).
If she gets hurt by some kind of attack or trap (typically 1d6 damage in our game here), she will mostly like survive the first blow, and almost certainly be killed by the second. There is a chance the first blow will kill her, yes, but that's a minority of situations. Similarly, her odds of surviving three blows are extremely low. (If she has 4 hit points, for example, the chance of her surviving three successful attacks is 3/216, or about 1%!)
With almost any kind of Save vs. Injury system, you will always have a decent chance of dying from any given blow, and often characters will be able to survive many, many attacks, due to lucky rolls.
Whether that's desirable or not is a good question. But it certainly feels very different.
(Yes, you could replicate this effect somewhat with Injury saves with increasing penalties, but then you just have hit points in a different form - the growing penalties - with an added randomizer on top.)
Comments
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\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n
\n \nThat's very well said, on both counts - this is indeed a best practices issue in that a GM who feels the compulsion to micro-manage something like this is probably paying attention to the wrong things at a significant moment. I consider it a proper aesthetic impulse if the GM has it at the time, in the moment, as reaction to what he observes to be the facts, but if it's something he's planning for in advance, then it's a hygienic problem that the GM is planning this kind of content in advance, when the only way he could truly enforce it in play is by railroading. \n \n \n \n- \n
\n\n \n\n\n\nRob_Alexander \n\n\n \n\n\n \n \n \n\n\n\n \n \nIn contrast, I like "hygienic", at least when it's used to refer to things that can corrupt your game (e.g. letting a setpiece climax encounter slip into your session prep). That's a powerful metaphor when you're trying to stay true to a specific vision. \n \n \n \n- \n
\n\n \n\n\n\nPaul_T \n\n\n \n\n\n \n \n \n\n\n\n (I like "hygienic", too, for what it's worth.) \n \n \n \n \n- \n
\n\n \n\n\n\nadamwb \n\n\n \n\n\n \n \n \n\n\n\n To go back a little bit to the first question here\u2014about how you can design an encounter without planning, here is how I go about it. I prep differently, since I don't use modules, and generally I follow one of these two techniques.
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\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n That's all good advice, Adam. In that spirit, an useful advice about practical scenario-building occurs to me: when you're writing your own material, try not to think in terms of getting use out of what you write. Everything can be repurposed and recycled later for new legitimate scenarios. The old trad gaming refrain about having to design linearly to ensure that players get to the cool stuff only applies if you're committed to that outcome in advance; if you don't mind having perhaps the majority of your material not accessed in a single play-through, because it's all going back into the trough anyway, then you lose this poisonous constraint in writing and running scenarios. \n \n \n \n \n- \n
\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n edited February 2014 \n \n\n\n\n Eero! Those notes. Wow! I was expecting some scrawled notes hastily transcribed and scanned but this, whew, this is something else.
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\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\n So, about hygienic play, a couple of questions.
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\n\n \n\n\n\nMartinEden \n\n\n \n\n\n \n \n \n\n\n\n
\n \nI don't think that's a drift, or at least not a serious one, because XP for treasure isn't defined up at the level of the creative agenda (or even "technical strategy", but I'm not going to try and be completely au fait with Eero's framework from the previous page) - the agenda is challengeful play through fictional exploration. If initially the set up is the challenge of getting treasure from lair beasts, and later the challenge evolves to a point where the XP can meaningfully be awarded for some other kind of challenge, you're still well within the bounds of the agenda. \n \n \n \n- \n
\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\n I guess that Eero mentioning possibly adding other sorts of XPs was simply notable to me, because it seems like a drift situation that may impact his fairly clear vision of what his Eero's Extremist D&D is all about.
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\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n
\n \nWell, this particular material was somewhat special for certain reasons of creative context: I'm not the regular GM of the campaign at this point, and that adventure was partly a rejoinder in our on-going discussion about how the LotFP mechanical framework could be used to carry constructions akin to feats and prestige classes; our current referee, as much as we love him, can be a bit of a conservative stick in the mud about any mechanical innovations at times, so parts of the emphasis in that adventure were all about showing some examples of how feats and prestige classes might look like in LotFP. \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n The thing about drift here is that I don't think that a changing fictional focus for a D&D campaign is creative drift when your conception of the game is as let's say powerful and uninhibited as it is with me. I could see how a player whose character really wants to be a pirate would be a disruptive force in a campaign that really only wants to go into dungeons, but that's not the case in my sandbox, where the entire arc of play is more about discussing a bigger, much bigger issue: how does an adventurer become a heroic success in a world inimical to his purposes? When the society resists attempts at social climbing, and the very physics of the world are set against easy heroic narratives, how do you succeed despite all odds?
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\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\n I'd love to talk about quest XPs, but unfortunately, I have to run to work right now.
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\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n I've been fiddling with an alternative "high fantasy" set of xp rules, suitable for e.g. Dragonlance and other such post-Tolkienistic genre fantasy. Here's a rough outline:\n \n \nThe thing about these alternative xp rules is that I don't consider these as creative drift, because I do not think that amassing loot is the core creative interest of D&D; it's a game about challenging adventures, not a game about building a money silo for swimming exercises. The core reason for why the xp for treasure rule is a good idea is that it's objective-driven and easy to quantify; if we want to hack the genre of the game a bit, it's simple enough to switch to a different measure of success that is less about the money and more about heroic deeds, at least as long as we can quantify those deeds objectively. I'm pretty happy about this "1 xp for each person saved" metric in this regard: it's easy to calculate, and just as objective and sensible as "1 gp = 1 xp". \n \n \n \n- \n
\n\n \n\n\n\nCrunch \n\n\n \n\n\n \n \n \n\n\n\n At least one edition of Rolemaster had an "XP for Miles Traveled" reward that might adapt well to an exploration/hex crawl type game. \n \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n Yes, that's another good example of an entirely reasonable and straightforward "campaign concept" backed by quantifiable xp rewards: brave explorers hungry for the distinction of being the first to the lake Chad or wherever, gaining 1 xp per mile traveled in uncharted territory. Perhaps add 100xp per exotic knick-knack (and 1,000 for absolutely unique items) brought back to the envy of the rest of the explorer's club (with no distinction for supposed monetary value). The rest of the campaign practically writes itself.
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\n\n \n\n\n\nRob_Alexander \n\n\n \n\n\n \n \n \n\n\n\n
\n \nOne evening - how many hours is that, roughly? \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n edited February 2014 \n \n\n\n\n I don't know, maybe 4-5 hours? A considerable chunk of time to be sure. It'd have been quicker if I didn't feel like writing it up on paper, of course. And the inspiration (the premise about an elf-cursed baronetcy, that is) was pre-existing, so that didn't take any time. I think I probably spent most of the time putting the details on that micro-dungeon at the end of the text.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n
\n \nSo 12-15 hours prep in normal-people time, right? I don't know if you've noticed but your words-per-minute is pretty high. \n \n \n \n- \n
\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n Here're some more thoughts: Is this kind of hygienic "referee" play a product of the OSR? Could it be translated over to, say, Traveller (the supposed sci-fi arm of the old school) and generate of interpretation of play? I recall Traveller being run a lot like D&D 3.5: GM led storylines, fudges and generally unhygienic - is this the nature of traveller play or would it benefit from being looking at under a similar light to the OSR? \n \n \n \n \n- \n
\n\n \n\n\n\nffilz \n\n\n \n\n\n \n \n \n\n\n\n I think you could definitely run Traveller hygienically. The original edition of the game does have things like random encounters and such. And the whole death during chargen...
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\n\n \n\n\n\nRob_Alexander \n\n\n \n\n\n \n \n \n\n\n\n Potemkin, Frank - I'm a little confused by your references to running Traveller "hygienically" without reference to specific goals. What do you mean there? \n \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n I'm not familiar with Traveller myself, although I've heard good things and intend to read up on it at some point. From what I've heard I understand that it has been played for similar kicks as I do with D&D, so presumably one could have a neutral referee, challenge-oriented campaign, goal-oriented player activity and so on in it as well. Certainly there's nothing in the subject matter to prevent it. Besides, many count recent interest in Traveller as a part of the OSR scene - as has been discussed elsewhere, the concept of "OSR" is pretty vague when all's said and done.\n
\n \nWell, yes - it is a central conceit of the way D&D is structured that the Dungeon Master is a "referee" who portrays a scenario and leads the resolution process to find out how the scenario falls out. It is also true that the conception of the Dungeon Master as a storyteller or circus ring-leader (these differ subtly in expectations) is a very early one, and e.g. Gary Gygax apparently subscribed to what I would consider an incoherent view of the activity. (I'm sure that somebody else would merely see his perspective as all-encompassing rather than incoherent; whatever the case, fact is that it was pretty early that D&D got gripped by the challenging notion that you should be capable of being an impartial referee and an entertaining storyteller at the same time.) \n \n \n \n- \n
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\n \nWell, certainly an actual instance of play would require specific goals. Given that a bunch of players decides "hey, Fred just rolled a Merchant character who mustered out with a ship, let's play a game where all the PCs are crew members on the ship," one can then use the procedures provided in the game, along with perhaps some additional procedures developed by the group to run such a game hygienically. \n \n \n \n- \n
\n\n \n\n\n\nrobb \n\n\n \n\n\n \n \n \n\n\n\n There is tons of sandbox support in Classic Traveller. The improvisational GMing advice in Bk0 is also still quite good.
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\n\n \n\n\n\nDavid_Berg \n\n\n \n\n\n \n \n \n\n\n\n Are we assembling online in the next 18 hrs? Is there someone I should email re: logistics? Not sure if I'll be free, but if so, I believe my 1-2pm window lines up with 6-7pm London time. \n \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n Ah, good of you to mention that - I'd already forgotten, better get my affairs in order before then
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n Yo! Hey team. Sorry, overslept here.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n edited March 2014 \n \n\n\n\n I'm michaelrburrell @ googlemaildotcom if y'all want to get in touch.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n
\n \nHey, I thought we could use this to organise, if the offer is still good? I've just entered the chatroom. \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n Yes, the chat room is available, and I hear that the locals won't mind getting to peek at our proceedings. Most of them are playing a live game today with Jim Raggi, but perhaps somebody'll make an appearance later, depending on how long we'll spend on the channel.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n edited March 2014 \n \n\n\n\n
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\n \nThere's no reason to do anything like that. If your dungeon (and your rules gloss) is such that light and movement speed do not matter, then they don't matter. Not everybody has to fill their games with the same cookie cutter content. \n \n \n \n- \n
\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\n Potemkin:
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n
\n \nThat's the general assumption, right? I mean, it's a little tricky with the rules insisting on a "Surprise" roll for monsters as the standard beginning of an encounter but I'd assume that light and noise alert the denizens of the deep to the presence of intruders at a reasonable distance. This is why lamp-shutters and stowed equipment are crucial. \n \n \n \n- \n
\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\n
\n \nI don't blame you in the least for deciding to do that. \n \n \n \n- \n
\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n Some might reasonably argue that that specialized adventure is *actually* the game whereas what we see as the conventions of an RPG (character-plot driven, idiosyncratic player motivation, XP for story, etc) are the variant! \n \n \n \n \n- \n
\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\n
\n \nPerhaps very reasonably as well. \n \n \n \n- \n
\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n edited March 2014 \n \n\n\n\n
\n \nYou gunna post a link, you tease? \n \n \n \n- \n
\n\n \n\n\n\nkomradebob \n\n\n \n\n\n \n \n \n\n\n\nhttp://forum.rpg.net/showthread.php?718975-Crap-rules-and-early-D-amp-D-as-a-massive-multiplayer-open-ended-wargame-campaign
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n
\n \nLet's be clear off the bat: this style of play never existed, right? It's just an RPG "hyperborea" fantasy. \n \n \n \n- \n
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\n \nWe have some evidence that people were attempting to play this way. \n \n \n \n- \n
\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n Not with a PvP element, surely? I thought Gygax was all about the peaceful teamwork? \n \n \n \n \n- \n
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\n \nArneson wasn't. \n \n \n \n- \n
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\n \nCertainly not. The undercurrent (theoretical, and apparently practical as well) was quite clear: high-level PCs would have their own alignments, political commitments and goals, that might potentially segue into conflicts between characters who could have been comrades in arms in the past. Some magic items such as the helm of reverse alignment mostly get their point from this assumed background: they're amusing excuses for team-swapping, a reason for why past friends become the bitterest enemies. (Tim Kask wrote about this a couple years back in a pretty compelling manner, I seem to remember; he should know.) \n \n \n \n- \n
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\n \nMy first conception of D&D (which is a powerful thing, especially to the OSR - trying to "recapture" that fleeting impression of the game as a child) was as a competitive PvP experience. I spent a great deal of time assuming that the player's characters were all wandering independently about a world map and could be generally coaxed or coerced into banding together for mutual gain (i.e. to go into dungeons), but for the most part players would be exploring the hex and uncovering secrets and treasures on their own as a part of a discrete individual player-turn, like a boardgame (perhaps Talisman is the closest game to what I thought D&D was). What we understand as the party dungeon crawl would have been an advanced state of play involving player negotiation and collaboration before splitting off again. I had assumed that you could then take your hero with all his XP and Treasure into another DM's game and that players would walk around with a character sheet ready to adventure with anyone willing to provide a hex. Crazy, I know, but I was very young. I thought Warhammer worked in a similar way. \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n That's actually a quite nice vision of how D&D might be. Not that different from how it actually is, either, at least the way we play it. The character stable in practice causes everybody to have characters in the same place at the same time, though, as it is so easy to just say that hey if we're going to be spending this entire session messing about with your war here, how about I make up your NPC lieutenant as a player character - sort of a combined opportunity to develop more characters and a conceit for why the player is gabbing with you about your plans at the table despite his own character currently being at the other end of the continent, doing their own thing.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n That's cool! Although I think I already knew about your play-style. What might be your procedural recommendations if I suggested running a game "inversely" - that is, to run so low level-play (after the initial adventure, etc) is about independent activity and higher-level play is about coming together to face adversity or (crucially, and more entertainingly) being about competition. Fighters battling over magic swords, M-Us for rings of power, etc etc. Thoughts? Do you have any PvP in your campaign or is it discouraged at the table? \n \n \n \n \n- \n
\n\n \n\n\n\nEero_Tuovinen \n\n\n \n\n\n \n \n \n\n\n\n We've certainly had our PvP arcs as well. For example, the aforementioned elf-turned-into-vessel-of-dark-magic was ultimately set against the entire rest of the crew. I think the player in question even played a second character who participated in the take-down. It's not really much of a problem to have PCs set against each other as long as the creative agenda aligns with it; the usual issues with PvP stem from an agenda conflict where players fail to discuss the nature of the challenge together, and one player ends up being disruptive (for reasons such as being bored and not being included in the decision-making over the real adventure), using character roleplaying as an excuse. If you have the ability to step out of the situation and talk it over between the players, then this isn't much of a problem. Just figure out with the players whether they see a legitimate, interesting challenge in having the PCs fight each other, or if doing that just ruins the scenario.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n I imagine inverse D&D to have to reconfigure how "Player Turns" work. The level of detail in PC activities simply can't be sustained in this format; the table can't sit around for a session speculating on one player's adventures. A strict action sequence would have to be set up - much more like a wargame - so you'd have a movement round (the all players travelling announce their direction of travel, whether or not they're gunna forced march etc.), then an exploring round (the all players roll for encounters), then some kind of abstracted resolution roll with fallout tables for failure ("Ok Bret, your barbarian is defeated by the goblins... fall out is... [roll]... your horses or pack-animals are slain."). So, much more action is dependent on few rolls and we can quickly move from location to location, PC to PC to follow the action.
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\n\n \n\n\n\nPotemkin \n\n\n \n\n\n \n \n \n\n\n\n My friend Sam who played last session wrote up his experiences here. He'd never played in the OSR before, so it's an interesting read. \n \n \n \n \n
\nAnd as you say, this sort of stuff is totally doable communally. For example, one might make a quick gentleman's agreement with the players about the "challenge not being there", as I often like to say: you state something, draw the players' attention to the fact that you don't strictly speaking have authority for determining that unilaterally, but promise them that it's not an important detail. Assuming that they trust in your creative relationship, they'll let you mess about however you want as long as it's not tactically important. So if you really want that sunset, you can just ask the players whether, implicitly or explicitly, to play along.
1. In the Dungeon. Just set it and forget it. For this space, you can follow two paths: to design things piecemeal and accept that you won't know how they fit together until it happens is the easiest. The big advantage of a megadungeon here is that you can trust that someone is eventually going to trigger your trap\u2014so you don't have to plan for it to happen to any particular people any particular way. It can sit for a year before someone stumbles into the room. And you will be so pleasantly surprised to remember all the stuff you put in there when it happens.
Of course for your dungeon you are going to want to have some more complicated interlocking parts. Things that are designed to go together. My hygenic practice here is that, if I am imagining possible outcomes, to imagine at least two very different ones and to make sure that the pieces are there to make them both really awesome. Then throw in a few of the type a components around them and you will be almost guaranteed to get something that you didn't plan for.
2. Outside the dungeon my campaign is really driven by player initiative. They keep coming up with things they want to do that push the borders of the sandbox. This is good. But it means that they themselves are in charge of framing the encounters. I dangle some ideas in front of them and they chose how to pursue. If you want the sunset behind your battle, the only way you can make that happen is to appeal to their aesthetics or to make it somehow matter\u2014which is easy enough to be honest. I'm pretty sure they won't be approaching the terrible forest castle in their region anytime except right before dawn because someone told them that that's when the witch is vulnerable. Give them the tools to set up the situation and trust their judgements instead of using your own.
Once you've done that setup, you can go back to type 1. In the castle I have imagined a negotiation that could happen, I have imagined a single combat with the party's high level fighter, I have imagined an all-out battle on the field. I also know that there is a list of other weird stuff, like that alleged dawn vulnerability, special qualities of the inhabitants, and most of all the players' own ingenuity and resources (like, I certainly didn't remember that one of them has armour that lets them levitate whenever they want but sure enough...). So I can trust that some exciting, unexpected things will happen even in a situation that has been foreshadowed for weeks.
I see the point about hygiene, I was just trying to push a hypothetical case to see where the bounds of hygiene lay and how, perhaps, cool elements from unhygienic play could conceivably emerge through play. I like this method of DMing a great deal, especially with its emphasis on improvisation, interpretation and reincorporation. I also, for the record, like "hygienic."
Having looked through your notes a little, Eero, is it generally the case that you'll write up similar for all the general areas the players might explore? I feel like this Wargame Referee stance is contingent on having a number of premeditated challenge/encounter generators to reinforce its impartiality. I think similar can be seen in AW/DW with the fronts etc.
[edit: It'd be sweet to compile a bunch of system-agnostic community generated OSR encounters/events]
If I understand correctly, part of maintaining hygienic play is an awareness in the whole group of what the core concept and activity of play is exactly.
Another big part is watching out for Drift, and putting a stop to drift that is too far away from the central concepts/activities of play.
For example, I noticed Eero talked about the retirement of characters. The retirements occurred when their fictional motivations no longer aligned with the core concepts/activities of play. So this is a procedure put in place to maintain the hygiene of the game, correct?
When and how do you look at certain kinds of drift and decide it is reaching the bounds of the core concepts of play? Do you decide as a group, does the GM decide but then gain the approval of the other players to support the decision? Something else entirely?
I think I also recall Eero talking about non-treasure XPs/non-monster killing XPs. If this is enacted, it's a kind of drift. At what point would some kind of hygiene-maintaining procedure need to be put in place?
That doesn't mean you don't discuss it, but it's not necessarily a big deal. It's the same issue as providing the kind of content that the players will find fun. In the same way that you might introduce an urban adventure into an OSR game that has previously been about dungeons, with or without discussion with the group, based on the players, I think you could introduce new sources of XP. (Of course, XP by its nature is a *goal*, so if you introduce new sources of XP you need to let them know at the point of deciding whether to go for the challenge, not just when it's awarded).
The hygienic concern here is that the new XP source be something the GM will not be tempted to bias. For example, quest XP might be a good thing - it's within the rules - but it might be unhygienic, if the GM can't set it impartially, and with a fictional basis, the way he or she can with the treasure XP. But so long as the new XP source is something like that - e.g. XP per hex explored, per portal closed - then it's not a big concern.
(I'm trying to practice thinking about these questions, and articulating answers. I may be entirely wrong, and am happy to be corrected by Eero and others).
Right now, it seems to be about Adventurous Adventurers-Explorers-Looters-Armed Archaeologists planning expeditions to rumored lost places and getting back alive and tougher for it.
And I also thought his character-retirement procedures were interesting in that regard. When a character has resolved the fictional reasons for being that sort of adventurer have been resolved, the player either retires the character or the player creates new reasons to continue on with that lifestyle. For example, if a PC went on an adventure, gained enough loot to open that pub they've always wanted, well, off they go into retirement!
Thing is, I could see alternate sources of XPs rapidly inviting drift away from the core hygienic concept. Some of them possibly not such a big deal. XPs for making a map that they then sell ( or really just get the XPs for the sale effectively).
Drift is odd. It happens, but it can really change the whole point of something. On a strange tangent, I was watching a thread talking about the game Monopoly and how it radically drifts into something else in an unhygienic fashion ( and often unpleasant fashion) when certain rules are dropped or the common house rules of placing money under Free Parking is added. Doing that causes Monopoly to go from a fairly straight forward, short playtime, competitive game to something more like a long activity mostly about collecting property and building buildings for the sake of building buildings, perhaps with the actual goal of using all of the available building toys.
Another contextual point is that it's an investigation adventure set in a wilderness environment, which makes it a bit of a hybrid in comparison to the classical formats.
Those hedges being in place, I can answer the question: when I'm running the sandbox regularly as the main referee, I write up hexcrawl procedure and procedural content generation processes to help me develop and adapt material for the game as it proceeds. Random encounter tables and such, completely ordinary OSR technique. Then on occasion I will also use specifically created overland scenarios as part of this process; commercial examples are a bit few, but Better Than Any Man is a good example of what I mean here. I can of course create my own, as this quick sketch of a Romanian \u017eupan, devoid of much in the way of geographic spec, shows.
In general I'd say that you don't want to do overland, sandbox-y adventuring completely without prep, but depending on the skills and local play culture you might need more or less, or different types of prep. I'm pretty good at this point with a surprisingly little in the way of random encounter tables, for example, due to my having practiced alternative random generation methodologies that don't require tables at hand \n \nThat's an interesting point, about the relationship of drift in the Forgite sense to this concept of "hygiene". My first reaction would be to consider them as somewhat different orders of thing, but thinking about it carefully, it does seem like avoiding drift is sort of one of the motivations behind maintaining rigorous hygiene. We maintain hygiene - or, equivalently, wield available authorities conservatively, in proven reliable ways - in an effort to prevent the game from developing wrong habits that encourage wrongful action. If the group consensus wants to drift the game, then hygiene will ultimately avail to nothing, but I'm sure that a generally hygienic practice will make minor drift more difficult.\n \nRetirement is partially hygienic as a concept, yes: the hygienic part is that by requiring characters to have solid reasons for adventuring we prevent the game from slipping into a situation where the referee is responsible for inventing false motivation, and we ensure that the characters remain balanced against the setting; characters who are strong enough to not need to be desperate adventurers anymore quite being such, instead of continuing as weird one-man armies. In this way the concept of character retirement serves to regulate the xp economy and direction of adventuring, in relationship to whatever directions the players desire for their game.
(The reason for why I call retirement a hygienic concept only in part is that it is also a satisfying fictional conceit, and part of the game's genuine reward system; there's nothing quite like realizing that your character has achieved what he set out to do, and may now have his epilogue - stop adventuring, invest your wealth in something sensible, play dollhouse to whatever degree you find amusing, and perhaps start up a new character if you feel like it. When D&D lost this notion in favour of endless adventuring, or adventuring until the level cap, I think it lost not only an important regulatory element, but also an important reward system.)\n \nWhat I personally do with drift is that when I realize that it's happening or happened, I attempt to determine what the group's interests are about it. Sometimes drift happens because we wanted it to, in which case we well might simply acknowledge it afterwards. For example, our current D&D has sort of arrived where it is in certain aspects of its creative concord by drifting: we did not know when we started the current campaign how e.g. creative authority would be divided between players, and where the balance between realism and victory would be set in terms of motivation. Only afterwards we could smile at each other in satisfaction and declare ourselves just about the best D&D crew ever.
Sometimes drift happens due to ignorance and old habits, and it's actually not desired. I'd say that my method in combating this mainly consists of giving inspirational speeches For example, we occasionally have players who like to argue from the rulebook (as authority instead of precedent, I mean), which doesn't work too well in this game; one might look at this as a sort of agenda drift. I try to be conscious of such matters and notice them, so I can bring the discussion to the meta level instead of having to listen to boring low-quality rules-lawyering
In general, though, I don't think that creative discord can be handled in any except one way in roleplaying games: you have to come to a creative agreement with the group to continue playing together. Sometimes that agreement can be live and let live, for minor enough differences, while other times you have to talk it out and either reach a compromise, or stop playing together.\n \nMartin answered this exactly the way I would: the hygienic issue about alternative xp systems is not in the fact that they are alternative, but rather in maintaining sharp goal-orientation and calculability of the experience points. I often say that the xp reward mechanism is in two parts, and you can't actually understand what it's doing without realizing that: the first part is the trigger ("We got treasure, thus we succeeded"), and the second part is the quantification, which answers how much xp should be collected. My personal understanding of D&D is happy as long as the trigger is clearly goal-oriented, and the quantification is doable, somehow objective so that it's not just arbitrary.
For example, general quest experience rules are actually relatively tricky to write because of the quantification part. It's not that difficult to determine whether a quest has in fact been accomplished (we've long held that if nothing else helps in this regard, then at least we can write down the quests as they are undertaken, and use this written scrip as proof of the fact that a given deed was, in fact, an intentional quest and not just some random occurrence), but quantification of how much xp should be received for it, that's actually not so obvious. I have some thoughts, but I've never had the time/inspiration for really hammering it out to my satisfaction yet.
When that's your subject matter, it's not much of a drift for the party to decide one day that they're going to invest everything they've dragged out of old temples and musty dungeons, and buy themselves say a galleon with which to start engaging in triangle trade over the Atlantic. This is certainly a big enough shift in subject matter that it should be talked over with the referee (he needs to be ready and willing to prep entirely new types of content), but it's not creative drift. The creative rules are quite clear: either we follow the character onto his new adventures, or if we deem them non-interesting, we let the character retire into his new adventures. There's no drift where we follow the character's new maritime inspiration, but refuse to turn that into challengeful adventures, and somehow end up playing Monopoly when we tried to play D&D; it's the same game, whether set in a dungeon or a deserted island.
One thing I'd been considering for similar things was looking at the XP + treasure charts in the books, then using that to determine XPs, even if the actual treasure isn't given out.
Essentially, if the players rescue the 3HD/12 HP Princess as a quest, the XPs are for what defeating a 3HD/12HP monster are, + XP equivalent of the treasure a Princess "monster" would have, going by the random charts. Similarly, holding off an Orc raiding party intent on sacking a hamlet full of 1HD peasants would earn both the XP value of the peasants and the equivalent amount of treasure those peasants would have if they were monsters for each that survived due to PC actions.
Not sure it would work at all, but that's where I was starting from.
And, in the event, how much play time drew directly on this prep? (I appreciate that this is a much messier question than it would be for plotted-scenario prep, or even the prep that I do for my small-location-centric games)
The session we played took perhaps 8 hours, I think - it was pretty long, being a weekend session. Much of the material wasn't really plumbed right then and there, though; the \u017eupan still exists in the setting, the Solomonari order exists, a player character who's still in play adopted the quasit, we obviously didn't even scratch at the big dungeon implied by that prep, and so on, so it's a bit difficult to measure how much playtime that prep is going to turn into, given time. 8 hours immediately and however much in long-term consequences.
In general, though, I do agree with the implicit point that prep takes time in this style of play, there's no way around that. Fortunately, however, that prep is very much transmissible and accumulating: you'd be up to your ears in work if you were one of those poor bastards who feel the need to prep every single session carefully and specifically, but in reality it's entirely trivial to rely on other people's stuff and long-term prep for the majority of your content. That particular session got a more detailed prep because of how it was a one-shot run in a campaign where I normally participate as a player instead of GM, so I had more overhead than usual to fill; in ordinary circumstances I prep maybe one hour for each 20-100 hours of play, plus whatever time might be taken by pre-reading adventure modules (which is difficult to count as prep time, as I do it for all sorts of other reasons as well, whether I'm currently GMing anything or not).
Would you say that there's a certain need for prep, or at least to behave is if an objective scenario exists for which you are "referee" rather the later incarnation of the Dungeon Master as provider of entertainments through improvisation?
Sorry for the brevity of my comment, I'm rushing to work. I'll be back later to expand.
Actually, this conversation is starting to convince me that the way to make an enjoyable game out of Traveller is indeed to run it hygienically. I've long been thinking how would I make a Traveller game interesting in this age of mechanics for player contribution to setting and rewarding player interests and goals. I'm not sure you need that, you just need a group of players ready to engage the game as presented and make the sorts of extensions Eero has shared for D&D if absolutely necessary, but otherwise, engage the game as is, and find motivation for adventure.
I don't know all the procedures Paul Gazis used, but I always admired his Eight Worlds campaign. He revamped some of the game mechanics to suit his tastes, but I think he ran a pretty hygienic game and sure attracted quite a crowd of players. And some play groups didn't last long (I remember a story told by Glenn Blacow of a group of players who decided to run a pirate ship which lasted a few sessions at most before they died in a blaze of glory - it sounded like everyone had fun).
Frank
You don't absolutely have to have a prepared scenario to run this sort of a game, but large-scale improvisation requires a much higher degree of procedural hygiene to avoid the game becoming the GM's arbitrary storytelling exercise. When running a sandbox you'll often end up improvising from very sketchy notes, so it's an excellent skill to learn. Meanwhile, though, a well-prepared dungeon environment is very easy to run: as is often remarked, one reason for why D&D is so dungeon-oriented in practical materials might be that it's so easy to referee the fiction within the simple underground environment, with its limited social complexities and well-defined spatial geometry.
The various Traveller modules might be less suitable for hygienic play (they did quickly fall into a metaplot), so there is more work by the GM to set up a hygienic setting (however, the game provides procedures for randomly generating sub-sectors).
The GM could also come up with a sandbox setting and then let the players decide what to do with that setting.
Frank
The meta-plot stuff doesn't really kick in until 1981 with JTAS#9 and the outbreak of War and I know that lots of people just ignored that stuff in actual play. In terms of "historians", collectors or readers of Trav material this of course become increasingly important. (I have also heard of games that rely on it.)
However in practical terms you can see continuing parallel development of the sandbox (encounter) tools through CT->The Traveller Book->MegaTraveller (and even in Mongoose Traveller)
Obviously there is also a crazy amount of tech building tools...but in hindsight I see these as less important and I think the functional aspects of the evolving Trav game design have suffered from over-emphasis on these lonely fun aspects. (Although I have personally got a lot of pleasure out of them, running several multi-player Naval campaigns using Trillion Credit Squadron, playing Striker before I had access to a spreadsheet program etc!)
IMO the world/sector building is still beautiful though.
rgds
rob
As Potemkin/Mike is the primary GM for the session, I think, he should probably select the venue he's most comfortable with. (Although D&D is interesting in that technically speaking the task of party organization should fall on the party leader, not the GM, so in practice it's often not necessary for the GM to have a firm handle on social organization of the crew. Depends on the skills of the group, of course, and you can't exactly have party leadership established before a first session.) Both video chat and text chat have been suggested, and I'm up for either myself. Google Hangouts and IRC are respectively the easiest options for me in the two categories. I imagine that we'll use online whiteboards, Google Docs and so on in either case for secondary documentation.
As for the time, mid-afternoon GMT (Mike's last suggestion) would be around 3pm, right? I'm at GMT+2 myself, but currently also being somewhat nocturnal, so I'll likely take a nap before the game. It'd be most convenient if we can get the timing firmed up within the next 8 hours, so I can schedule my napping. An early start is probably better than a late one, all other things being equal, as it's not difficult to join in on-going proceedings mid-session, while the session setup ("logistical phase" as I like to call it) is likely going to eat up an hour or two from a first session, no matter what one does.
Regarding plan of action: unless Mike has some different plans, our initial to-do list will probably look like something like this:
1) Mike gives the low-down on the setting, or we brainstorm the broad strokes if he doesn't have anything in particular. Role of the fantastic, magic, demihumans, religious and ideological nature of the society, technology level, literary flavour - that sort of thing.
2) Whip up some characters according to whatever system framework Mike's starting with.
3) Get the adventure from Mike, or the sandbox context if he's got multiple hooks. Plan, gear up and prepare for action.
The above are all things that can be done "in advance" to various degrees if one feels like it, so Mike shouldn't hesitate to call the session to begin a bit early if it comes to that; it is quite effortless to join a session even after other players have already processed the logistics phase, after all.
Yes, 3:00pm (GMT) sounds good. I was thinking we could get online around 2 and get started on general chat and bookkeeping.
Let's conduct this primarily through IRC and transition from forum posting to real-time video linking a little more gently.
I've got Mike in the chat already, so I guess now it's just a matter of seeing who else we might get.
Ok, people are assembling! Come on in.So! That went well. The players were Eero, DWeird and my non-SG chum Sam (who, incidentally, was my first DM) who explored the entrance to the Wizard's Seafort off the shores of Greysands. There was lots of good player strategizing, fast combat and meaty reward. After a few more session I'm thinking of opening another thread and posting a write-up.
Sam says he really enjoyed the game - it was the first time playing old school but he took to the procedural nature of play well and wants back for more. In other Sam news, I introduced him to Dungeon World; he loved it and has been running a game for 4 months now totally unaware of where it came from.
Over on this side of the DM's screen, I had real trouble deciding when exploration "turns" were over (i.e. when 10 minutes had passed) and so when I needed to roll for wandering monsters/torches etc. So perhaps the Dungeon was a little less crowded that it should have been. I might instigate some "ritual phrasing" to help clearly demark the end of the player's actions and the start of a new turn. "Time passes..." or something.
Also, I found converting my map into descriptions of space that the players are exploring difficult. The map was loose so I had to eyeball distances in play which came up when the players asked about how far the light from their torches spread, and generally the dungeon was so tightly spaced that that would never be a problem (i.e. if a PC has a light he can see everything in sight). Do I need to spread out the distances in my dungeon to make light/movement speed rules applicable?
That being said, a single torch doesn't really shed light too far; atmospheric scatter mutes light over distance, as everybody knows For comparison's sake, I recently created a GM screen for OSR D&D and put some numbers in it. ("Real Constants", a list of various useful natural constants from my own play and research.) Looking it over, I set a candle to shed light up to 5 feet, a torch to 10-40 feet (depending on the construction of the torch, mainly) and a lantern 40-60 feet (ditto). When you also account for some activities being light-sensitive, so that the dimness of lightning matters, it becomes easily possible for the party's chosen lightning strategy to become pertinent. Our home campaign regularly features situations where light is insufficient to see the other end of a room from its door, for example - especially when you'd need to see something more than just there maybe being a wall there out in the dark.
Of course these are definitely "expert" considerations of dungeoneering, I wouldn't expect a beginner campaign to pay too much attention to things like lightning conditions, dehydration, social hacking of monster encounters, proper shock entrance tactics, effective scouting and so on; there are many, many things that naturally only come up when the group has sufficient expertise to process the simpler things routinely.
If you're being a really evil DM, the problem with light isn't just that you can only see a limited distance around you effectively, it's that other people can see you holding the light from an almost unlimited distance, provided nothing is blocking line-of-sight.
The campaign, however, is in its infancy and I don't want to pile these logistical concerns onto the players until they're confident with standard dungeoneering procedure.
There's a part of me that feels that a really hardcore dungeon crawl/logistics puzzle is a thing all of its own, a specialized variant sort of adventure.
Another way to look at that is as a sub-game or risky-but-profitable side-quest in the context of a massive, multiplayer, ongoing, open-ended war-game campaign.
I've made a post over at RPGnet in the D&D forum just now regarding that actually.
I'd go so far to suggest that the idea of there being a party of PCs is probably a conceit separate from the hypothetical MMOOWGC situation. Actually, in the game "proper" the players take distinct turns moving hero-pieces across a shared hexmap, each PC having his own party of retainers - vying with other players for gold and glory.
Actually, I think this is often how mainstream culture parses D&D. The D&D episode of Community and this awesome animated song are good examples of what I mean. They portray D&D as a PvP experience in a persistent overworld which really fascinates me.
Sorry for the tease!
Mostly I'm positing that the early developers have this idealized MMOWGC in their heads and make rules for it that support that.
I doubt it ever much materialized in that idealized form even for them, and certainly other people quickly used it more for the style we associate with the game, with a small, consistent group of friends playing the thing regularly ( especially after it hits Fad Toy Status).
That being said, there's no reason why we couldn't toss some ideas of what a MMOWGC would be like. Would you start a thread here? Or I will - I want to discuss this.
Gary Gygax talks about large group campaigns in the 1e DMG, and rules for castle and army construction go back to OD&D.
We have evidence of the game that ultimately became Gangbusters being developed and played in a similar fashion and environment.
We also have various other games that did part of this stuff as contemporaries and precursors to D&D.
PvP van also take the form of racking up high score.
And then there's the story of Vecna's Head...
This is a pretty in-depth topic (mostly because the question is not how the game might work, but how it was in fact historically understood and utilized), and I encourage people interested in studying the hopes and dreams of the early '70s gamers to read e.g. the Dragonsfoot forums, and the articles and interviews by various people who were there. There is quite a bit of information out there. My own current impression of the matter, for what it's worth, is basically the same as Bob's: while the nature of the game might not have elevated into a complexly layered wargame consistently, every time and everywhere, the shared world and the potential of the game to segue into more traditional wargaming was definitely acknowledged. For example, it's quite explicitly known that the first Greyhawk campaign had multiple GMs, character stables, multiple adventuring parties, and such, just like our own on-going campaign does today. The Chainmail connection isn't an accident, either.
Is this kind of thing probably could do with another thread, but I'm loath to start more OSR discussion.
The way I explain the true nature of D&D as an emergent phenomenon is that there is "low-level" play and then there is "high-level" play, and the latter is, indeed, all about individual heroes traipsing around doing their own thing. The point where this game breaks might be a little surprising: it's when you get the idea that same-level characters should stick together as a cadre. I've found that not having this preconception has enabled us to discover a much more natural dynamic of play where characters tend to drift apart when they get to mid-levels, new lower-level characters join them, and the original party branches out into a bunch of alternate storylines. Everybody plays each other's grunts and henchmen, in other words, instead of insisting on keeping the original cadre together when it doesn't feel natural to do so.
In our big campaign a few years back this maturation phenomenon started when individual characters started to get to around 3rd level, after a few dozen sessions of play. One character was ambitious for social position, so he married into a rich merchant family and funded his own mercenary company for the emperor's wars in Italy; another got a religious insight that indicated that he would have to put to rest this ancient pre-Christian pagan god that still existed as a malevolent presence in the dark recesses of the fantasy-Bohemian wilderness; a third quested for a cure to a divine disease he'd procured by stealing from the wrong holy places, ended up turning into an elf, and became a dark magician who ultimately perished by becoming the vessel of a high-level necromancer's rebirth. Then there were also two separate missionary expeditions to the Orient, led by two particularly religious priestly sorts of characters, and a side story regarding a crime spree ending in incarceration and a journey to a penal colony in the distant north.
All of the above storylines were strategic-level concerns in between actual adventures, and they were handled organically in parallel to each other. Generally speaking each player would have their own "main" character who had their own concerns, but they would then also have lower-level characters joining in on other people's stories. Which character you'd play in each adventure would depend on campaign causality (whether a given character was available at a given time and place, or if he was busy somewhere else) and individual motivations; no point bringing a character who didn't care about a given adventure's goals into it. Not all players had their "own" storylines, as this sort of thing depends on what you're interested in; some just want to tag along. Such players would usually keep their characters aloof of commitments, so they could naturally continue playing that one character at a time, jumping between "theaters of operation" as we usually call these different branches of a campaign.
The current "spin-off" campaign in which I'm being a player works exactly like this as well. I personally currently have characters involved in two main storylines: one concerns the setting up of a Skoptsi monastery in Moldova (gaining funding and social acceptance for it by doing great deeds for the locals, basically), while another is about delving into Stonehell dungeon for the cure to a space-slug plague infesting a a Moldovan city. (I think I've got two characters involved in each of these, in somewhat different situations.) These two branches of the campaign, and others that aren't currently active but might come up at any time, exist in the same campaign world and cross over where appropriate.
So all in all, it seems very natural to me to conceptualize D&D as a large, meandering exercise in world-building and wargaming: once we have a campaign setting going, it's easy to utilize its existing lore and established events as springboards for further play. As is natural for my Platonic conception of D&D, I consider most of the above to be natural necessities that devolve directly from the creative agenda and technical strategy of the game; I am not surprised that our own practices resemble the original '70s campaigns in so many ways, as we have just been doing what comes naturally.
As for the inverse D&D, that'd be quite interesting! The biggest issue is easily the fact that the normal D&D technical toolset only basically has one way to arrange that low-level situation where each player has individual characters on their own adventures: choose one character at a time, establish their scenario, proffer companion or opposing characters for the others to play (so that they have something to do instead of just watching the proceedings), and then execute the scenario. Repeat with the characters of the other players. The problem here is that it doesn't make much sense for us to first create e.g. six 1st level characters, only to then play individual sessions for each of them in turn - why did we create these other characters if we're only going to focus on this single one's adventures at a time?
It would be possible to finesse this by abstracting things massively (as in, one-roll adventure resolution), so that play can skip from character to character in their own individual adventures in turn. This could perhaps be used as some sort of prologue for the game proper, I could imagine: during the first session you dice and tell about what your characters got up to before they joined together to sail this ship over the edge of the world, or whatever it is that causes the adventurer cadre to actually come together.
Ok gang, I want to try run some more Primordial OSR this sunday afternoon (GMT) so let me know if you're available! All welcome, just whisper me. Eero, is it alright if we use your IRC room again? I want to try run this sunday with whoever's available but open discussion about which weekday might be preferable (I get the feeling weeknights are better for most).
The players will be returning to explore the inner passages of the Wizard's Seafort. Second level beckons!